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      1 /**************************************************************************
      2  *
      3  * Copyright 2007 VMware, Inc.
      4  * All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the
      8  * "Software"), to deal in the Software without restriction, including
      9  * without limitation the rights to use, copy, modify, merge, publish,
     10  * distribute, sub license, and/or sell copies of the Software, and to
     11  * permit persons to whom the Software is furnished to do so, subject to
     12  * the following conditions:
     13  *
     14  * The above copyright notice and this permission notice (including the
     15  * next paragraph) shall be included in all copies or substantial portions
     16  * of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
     21  * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
     22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     25  *
     26  **************************************************************************/
     27 
     28 /* Authors:  Keith Whitwell <keithw (at) vmware.com>
     29  */
     30 
     31 #include "util/u_memory.h"
     32 #include "util/u_math.h"
     33 #include "util/u_prim.h"
     34 #include "pipe/p_defines.h"
     35 #include "draw_private.h"
     36 #include "draw_pipe.h"
     37 #include "draw_context.h"
     38 #include "draw_vbuf.h"
     39 
     40 
     41 /**
     42  * Default version of a function to check if we need any special
     43  * pipeline stages, or whether prims/verts can go through untouched.
     44  * Don't test for bypass clipping or vs modes, this function is just
     45  * about the primitive pipeline stages.
     46  *
     47  * This can be overridden by the driver.
     48  */
     49 boolean
     50 draw_need_pipeline(const struct draw_context *draw,
     51                    const struct pipe_rasterizer_state *rasterizer,
     52                    unsigned int prim )
     53 {
     54    unsigned reduced_prim = u_reduced_prim(prim);
     55 
     56    /* If the driver has overridden this, use that version:
     57     */
     58    if (draw->render &&
     59        draw->render->need_pipeline)
     60    {
     61       return draw->render->need_pipeline( draw->render,
     62                                           rasterizer,
     63                                           prim );
     64    }
     65 
     66    /* Don't have to worry about triangles turning into lines/points
     67     * and triggering the pipeline, because we have to trigger the
     68     * pipeline *anyway* if unfilled mode is active.
     69     */
     70    if (reduced_prim == PIPE_PRIM_LINES) {
     71       /* line stipple */
     72       if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
     73          return TRUE;
     74 
     75       /* wide lines */
     76       if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
     77          return TRUE;
     78 
     79       /* AA lines */
     80       if (rasterizer->line_smooth && draw->pipeline.aaline)
     81          return TRUE;
     82 
     83       if (draw_current_shader_num_written_culldistances(draw))
     84          return TRUE;
     85    }
     86    else if (reduced_prim == PIPE_PRIM_POINTS) {
     87       /* large points */
     88       if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
     89          return TRUE;
     90 
     91       /* sprite points */
     92       if (rasterizer->point_quad_rasterization
     93           && draw->pipeline.wide_point_sprites)
     94          return TRUE;
     95 
     96       /* AA points */
     97       if (rasterizer->point_smooth && draw->pipeline.aapoint)
     98          return TRUE;
     99 
    100       /* point sprites */
    101       if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
    102          return TRUE;
    103    }
    104    else if (reduced_prim == PIPE_PRIM_TRIANGLES) {
    105       /* polygon stipple */
    106       if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
    107          return TRUE;
    108 
    109       /* unfilled polygons */
    110       if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
    111           rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
    112          return TRUE;
    113 
    114       /* polygon offset */
    115       if (rasterizer->offset_point ||
    116           rasterizer->offset_line ||
    117           rasterizer->offset_tri)
    118          return TRUE;
    119 
    120       /* two-side lighting */
    121       if (rasterizer->light_twoside)
    122          return TRUE;
    123 
    124       if (draw_current_shader_num_written_culldistances(draw))
    125          return TRUE;
    126    }
    127 
    128    /* polygon cull - this is difficult - hardware can cull just fine
    129     * most of the time (though sometimes CULL_NEITHER is unsupported.
    130     *
    131     * Generally this isn't a reason to require the pipeline, though.
    132     *
    133    if (rasterizer->cull_mode)
    134       return TRUE;
    135    */
    136 
    137    return FALSE;
    138 }
    139 
    140 
    141 
    142 /**
    143  * Rebuild the rendering pipeline.
    144  */
    145 static struct draw_stage *validate_pipeline( struct draw_stage *stage )
    146 {
    147    struct draw_context *draw = stage->draw;
    148    struct draw_stage *next = draw->pipeline.rasterize;
    149    boolean need_det = FALSE;
    150    boolean precalc_flat = FALSE;
    151    boolean wide_lines, wide_points;
    152    const struct pipe_rasterizer_state *rast = draw->rasterizer;
    153 
    154    /* Set the validate's next stage to the rasterize stage, so that it
    155     * can be found later if needed for flushing.
    156     */
    157    stage->next = next;
    158 
    159    /* drawing wide lines? */
    160    wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
    161                  && !rast->line_smooth);
    162 
    163    /* drawing large/sprite points (but not AA points)? */
    164    if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
    165       wide_points = TRUE;
    166    else if (rast->point_smooth && draw->pipeline.aapoint)
    167       wide_points = FALSE;
    168    else if (rast->point_size > draw->pipeline.wide_point_threshold)
    169       wide_points = TRUE;
    170    else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
    171       wide_points = TRUE;
    172    else
    173       wide_points = FALSE;
    174 
    175    /*
    176     * NOTE: we build up the pipeline in end-to-start order.
    177     *
    178     * TODO: make the current primitive part of the state and build
    179     * shorter pipelines for lines & points.
    180     */
    181 
    182    if (rast->line_smooth && draw->pipeline.aaline) {
    183       draw->pipeline.aaline->next = next;
    184       next = draw->pipeline.aaline;
    185       precalc_flat = TRUE;
    186    }
    187 
    188    if (rast->point_smooth && draw->pipeline.aapoint) {
    189       draw->pipeline.aapoint->next = next;
    190       next = draw->pipeline.aapoint;
    191    }
    192 
    193    if (wide_lines) {
    194       draw->pipeline.wide_line->next = next;
    195       next = draw->pipeline.wide_line;
    196       precalc_flat = TRUE;
    197    }
    198 
    199    if (wide_points) {
    200       draw->pipeline.wide_point->next = next;
    201       next = draw->pipeline.wide_point;
    202    }
    203 
    204    if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
    205       draw->pipeline.stipple->next = next;
    206       next = draw->pipeline.stipple;
    207       precalc_flat = TRUE;		/* only needed for lines really */
    208    }
    209 
    210    if (rast->poly_stipple_enable
    211        && draw->pipeline.pstipple) {
    212       draw->pipeline.pstipple->next = next;
    213       next = draw->pipeline.pstipple;
    214    }
    215 
    216    if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
    217        rast->fill_back != PIPE_POLYGON_MODE_FILL) {
    218       draw->pipeline.unfilled->next = next;
    219       next = draw->pipeline.unfilled;
    220       precalc_flat = TRUE;		/* only needed for triangles really */
    221       need_det = TRUE;
    222    }
    223 
    224    if (precalc_flat) {
    225       /*
    226        * could only run the stage if either rast->flatshade is true
    227        * or there's constant interpolated values.
    228        */
    229       draw->pipeline.flatshade->next = next;
    230       next = draw->pipeline.flatshade;
    231    }
    232 
    233    if (rast->offset_point ||
    234        rast->offset_line ||
    235        rast->offset_tri) {
    236       draw->pipeline.offset->next = next;
    237       next = draw->pipeline.offset;
    238       need_det = TRUE;
    239    }
    240 
    241    if (rast->light_twoside) {
    242       draw->pipeline.twoside->next = next;
    243       next = draw->pipeline.twoside;
    244       need_det = TRUE;
    245    }
    246 
    247    /* Always run the cull stage as we calculate determinant there
    248     * also.
    249     *
    250     * This can actually be a win as culling out the triangles can lead
    251     * to less work emitting vertices, smaller vertex buffers, etc.
    252     * It's difficult to say whether this will be true in general.
    253     */
    254    if (need_det || rast->cull_face != PIPE_FACE_NONE ||
    255        draw_current_shader_num_written_culldistances(draw)) {
    256       draw->pipeline.cull->next = next;
    257       next = draw->pipeline.cull;
    258    }
    259 
    260    /* Clip stage
    261     */
    262    if (draw->clip_xy || draw->clip_z || draw->clip_user)
    263    {
    264       draw->pipeline.clip->next = next;
    265       next = draw->pipeline.clip;
    266    }
    267 
    268    draw->pipeline.first = next;
    269 
    270    if (0) {
    271       debug_printf("draw pipeline:\n");
    272       for (next = draw->pipeline.first; next ; next = next->next )
    273          debug_printf("   %s\n", next->name);
    274       debug_printf("\n");
    275    }
    276 
    277    return draw->pipeline.first;
    278 }
    279 
    280 static void validate_tri( struct draw_stage *stage,
    281 			  struct prim_header *header )
    282 {
    283    struct draw_stage *pipeline = validate_pipeline( stage );
    284    pipeline->tri( pipeline, header );
    285 }
    286 
    287 static void validate_line( struct draw_stage *stage,
    288 			   struct prim_header *header )
    289 {
    290    struct draw_stage *pipeline = validate_pipeline( stage );
    291    pipeline->line( pipeline, header );
    292 }
    293 
    294 static void validate_point( struct draw_stage *stage,
    295 			    struct prim_header *header )
    296 {
    297    struct draw_stage *pipeline = validate_pipeline( stage );
    298    pipeline->point( pipeline, header );
    299 }
    300 
    301 static void validate_reset_stipple_counter( struct draw_stage *stage )
    302 {
    303    struct draw_stage *pipeline = validate_pipeline( stage );
    304    pipeline->reset_stipple_counter( pipeline );
    305 }
    306 
    307 static void validate_flush( struct draw_stage *stage,
    308 			    unsigned flags )
    309 {
    310    /* May need to pass a backend flush on to the rasterize stage.
    311     */
    312    if (stage->next)
    313       stage->next->flush( stage->next, flags );
    314 }
    315 
    316 
    317 static void validate_destroy( struct draw_stage *stage )
    318 {
    319    FREE( stage );
    320 }
    321 
    322 
    323 /**
    324  * Create validate pipeline stage.
    325  */
    326 struct draw_stage *draw_validate_stage( struct draw_context *draw )
    327 {
    328    struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
    329    if (!stage)
    330       return NULL;
    331 
    332    stage->draw = draw;
    333    stage->name = "validate";
    334    stage->next = NULL;
    335    stage->point = validate_point;
    336    stage->line = validate_line;
    337    stage->tri = validate_tri;
    338    stage->flush = validate_flush;
    339    stage->reset_stipple_counter = validate_reset_stipple_counter;
    340    stage->destroy = validate_destroy;
    341 
    342    return stage;
    343 }
    344